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Poll

What would you most like to see next from LFR?

More tech tree!
- 36 (26.1%)
More ritual tree!
- 8 (5.8%)
More lore!
- 12 (8.7%)
More mythical weapons/armor!
- 22 (15.9%)
Plagues!
- 28 (20.3%)
More secrets!
- 21 (15.2%)
More mechanical constructs!
- 11 (8%)

Total Members Voted: 137


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Author Topic: *=*=* Legends of Forlorn Realms (LFR 2012) v0.21a *=*=* [DF 0.34.11]  (Read 403407 times)

Pan

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Re: *=*=* Legends of Forlorn Realms (LFR 2012) *=*=* v0.15c
« Reply #1440 on: February 21, 2012, 01:02:24 am »

Really enjoying the new images of gods but they seem a bit recursive, at least on artifacts.  Then again, since these are artifacts and this is LoFR with its ever so many Easter Eggs, maybe that's intended...

Spoiler (click to show/hide)

Blasphemy! You should have underlined Armok in red and used purple brackets over Visthel!

But really, I often yearn for decorations to be about my fortress' history as well. But it's always some stupid historical person breaking someone's finger on my site. So really, this isn't so bad.
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narhiril

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Re: *=*=* Legends of Forlorn Realms (LFR 2012) *=*=* v0.15c
« Reply #1441 on: February 21, 2012, 02:22:35 am »

Well, I just had a most promising test fortress get FPS-strangled by a swarm of just over 150 giant mosquitoes.  The good news is that it's nothing to do with LFR.  The bad news is, it looks like that plug-in is going to have to come sooner rather than later...  or maybe that's good news, depending on your perspective.

BigFatStupidHead

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Re: *=*=* Legends of Forlorn Realms (LFR 2012) *=*=* v0.15c
« Reply #1442 on: February 21, 2012, 02:38:46 am »



That's an issue with the current DF release, not LFR as such.  In fact, one thing I can't stand about this version is all the stupid animalmen that Toady added for some reason.  Cuz "birdmen" and "snakemen" just weren't enough, I guess.

I'm going to work on another "plug-in" component to get rid of most of those for whoever it bothers (myself included).  I might leave "sperm whale men," though.  ^_^

Check out this for Sphalerite's fix for .01. Should stop you from drowning in the animal folk, and let Narhiril's work shine through.
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nukularpower

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Re: *=*=* Legends of Forlorn Realms (LFR 2012) *=*=* v0.15c
« Reply #1443 on: February 21, 2012, 02:49:21 am »



Check out this for Sphalerite's fix for .01. Should stop you from drowning in the animal folk, and let Narhiril's work shine through.

I like that idea, but I would rather not have giant animals messed with - I do enjoy them, as at least you can usually capture and train them.  Unlike the totally useless animalmen.

Also, thanks Imp for the link.  Wonder if my current fort will work if I just copy it into the fixed version.
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simonthedwarf

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Re: *=*=* Legends of Forlorn Realms (LFR 2012) *=*=* v0.15c
« Reply #1444 on: February 21, 2012, 07:49:21 am »

Dear Narhil maker of this great mod,

I dont know if you have read this thread, but it seems useful for what I'm about to suggest:

http://www.bay12forums.com/smf/index.php?topic=101538.0


Suggestion #1

Consider making a ritual where you can turn Dwarves into Golems or stone dwarves. They would similar to vampires stop gaining skills, gain attributes and be unable to recover any damage in case of stone dwarves or golems.  But they would still be able to do the same jobs they did when living. That's one of the discoveries of note from that thread that you can make them turn into a tame pet creature that can still do old jobs.

Perhaps you could even go "Gnome" and make a sort of Dwarf Dreadnought, where the wounded dwarf is added into some elaborate magical life support system. The inner layer would be flesh representing the dwarf but the other layer would be some really hard but not really repairable or recoverable tissue.

The tech or ritual requirements should be difficult to attain of course, perhaps be based on some rare creature drop or some highly unlikely reaction product that's not overly spammable (requires scarce commodity to do).

Suggestion #2

Perhaps add in a hostile monster that by syndrome makes Dwaves posessed and turn on their own kind as a lategame challenge or as a very dangerous random enemy. Sorta just adds tags like [HATES_LIFE] [CRAZED] and so on without really changing the base creature, just kind of making it defect from your faction. Perhaps on a timer so that a particulary valuable dwarf could be saved by avoiding maiming or killing him for the duration.


Suggestion #3

The hypnotizer! Adds a weapon or trap etc that makes enemies friendly to your Civ for a duration, kinda like the reverse of suggestion #2.

Again thanks for your mod.
« Last Edit: February 21, 2012, 07:51:49 am by simonthedwarf »
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Sentry towers, manned by orang-utangs./quote]

narhiril

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Re: *=*=* Legends of Forlorn Realms (LFR 2012) *=*=* v0.15c
« Reply #1445 on: February 21, 2012, 01:13:34 pm »

I think you'll be happy to know that tier four of the tech tree corresponds to suggestion number one.  I am actually working on the framework for a creature that incorporates suggestion number two - the "Greater Demon of Betrayal."

The third suggestion, though, is most interesting.  Perhaps I'll use that in the ritual tree.  :)

Imp

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Re: *=*=* Legends of Forlorn Realms (LFR 2012) *=*=* v0.15c
« Reply #1446 on: February 21, 2012, 03:12:52 pm »

Suggestion #3

The hypnotizer! Adds a weapon or trap etc that makes enemies friendly to your Civ for a duration, kinda like the reverse of suggestion #2.

Again thanks for your mod.

The third suggestion, though, is most interesting.  Perhaps I'll use that in the ritual tree.  :)


This is going to be SO much fun to play with! 8)
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For every trouble under the sun, there is an answer, or there is none.
If there is one, then seek until you find it.
If there is none, then never ever mind it.

Putnam

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Re: *=*=* Legends of Forlorn Realms (LFR 2012) *=*=* v0.15c
« Reply #1447 on: February 21, 2012, 08:01:20 pm »

Is it okay if I use the physical properties of your mithril for my Dragon Ball mod?

narhiril

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Re: *=*=* Legends of Forlorn Realms (LFR 2012) *=*=* v0.15c
« Reply #1448 on: February 22, 2012, 12:41:15 am »

Is it okay if I use the physical properties of your mithril for my Dragon Ball mod?

Go for it. :)


----

In other news... I've finally had a day to sit down and play, so I'm getting a good idea of what needs a fix in 0.15d.  For starters, the custom brew reactions don't work properly right now, but I guess that's what I get for using someone else's template without testing it first.  Also, one of the prayers in the temple of fire is missing because its ID is wrong in the entity file.  Finally...  I think I am going to need to re-work the "powdered remnants" thing, since the clean reaction isn't working properly as is.  In the meantime, if your temple of fire gets clogged up with 80 gazillion of those things, destroying the temple and re-building it will get rid of them.

Also, before anyone asks, the extra metal in the forge menu doesn't exist.  It was something I accidentally left in the pre-installed copy from a test for a possible future feature.  Don't go looking for it because you can't get it anywhere, and I'm not being all mysterious to get you to go look for it - it really isn't there. 

narhiril

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Re: *=*=* Legends of Forlorn Realms (LFR 2012) *=*=* v0.15c
« Reply #1449 on: February 22, 2012, 11:13:02 am »

Ok, so apparently [SELECT_MATERIAL] and [FIREIMMUNE] are no longer caste-level tokens.  Basically, what that means is that I need to rewrite emberlight warriors and zingers using caste-level material templates. 

What that means for you guys is that 0.15d gets a little delayed while I tear out my hair in frustration at this undocumented and completely arbitrary change.

Imp

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Re: *=*=* Legends of Forlorn Realms (LFR 2012) *=*=* v0.15c
« Reply #1450 on: February 22, 2012, 11:38:42 am »

What that means for you guys is that 0.15d gets a little delayed while I tear out my hair in frustration at this undocumented and completely arbitrary change.

*Cheers narhiril on with the same enthusiastic delight usually reserved for watching unicorn foals take their first steps*

It'll be worth the wait to us, and surely worth the work to you.  Can't express how much I enjoy this mod and what I imagine of its future!
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For every trouble under the sun, there is an answer, or there is none.
If there is one, then seek until you find it.
If there is none, then never ever mind it.

Pan

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Re: *=*=* Legends of Forlorn Realms (LFR 2012) *=*=* v0.15c
« Reply #1451 on: February 22, 2012, 11:51:47 am »

What that means for you guys is that 0.15d gets a little delayed while I tear out my hair in frustration at this undocumented and completely arbitrary change.

*Cheers narhiril on with the same enthusiastic delight usually reserved for watching unicorn foals take their first steps*

It'll be worth the wait to us, and surely worth the work to you.  Can't express how much I enjoy this mod and what I imagine of its future!

New version. Everyone's probably getting used to new raws. Bug here or two, no problem.
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narhiril

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Re: *=*=* Legends of Forlorn Realms (LFR 2012) *=*=* v0.15c
« Reply #1452 on: February 22, 2012, 12:00:43 pm »

Ok, zingers are fixed.  Still trying with emberlights, though...  Trying to find a way to get to the middle ground between "emberlight warriors light themselves on fire and die" and "every dwarf is immune to fire."


EDIT: Aaaaaaand fixed.  I think.  I hope.
« Last Edit: February 22, 2012, 02:15:26 pm by narhiril »
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Lupusater

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Re: *=*=* Legends of Forlorn Realms (LFR 2012) *=*=* v0.15c
« Reply #1453 on: February 22, 2012, 04:11:13 pm »

I don't know if you've already fixed this, but you need to update your entity files with the new hammerer and the shapes of cut gems.
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SalmonGod

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Re: *=*=* Legends of Forlorn Realms (LFR 2012) *=*=* v0.15c
« Reply #1454 on: February 22, 2012, 04:21:19 pm »

I'm having what appears to be a bug with non-fort dwarves labeled as "Trader" standing motionless on the edge of my map.  At first there was just one, but every once in a while, a new one shows up in the same spot. 

There are three now. 

Just standing there. 

Staring at me. 

Forever.
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In the land of twilight, under the moon
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As the end will come so soon
In the land of twilight

Maybe people should love for the sake of loving, and not with all of these optimization conditions.
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